Re: Proposal to remove all barriers from scenarios
Posted: Wed Aug 14, 2024 5:43 am
problem is not barriers, its idle hand and quitter, mainly idle hand, need to be removed.
Warhammer Online
https://www.returnofreckoning.com/forum/
https://www.returnofreckoning.com/forum/viewtopic.php?t=53635
You are supposed to leave the spawn, you couldn't stay there on live either or at least be active somewhat. There are no serious arguments for barriers, while they have several negative effects.Speedyluck wrote: ↑Wed Aug 14, 2024 5:43 am problem is not barriers, its idle hand and quitter, mainly idle hand, need to be removed.
Great, lets make it just like on live then! Insta-gib anyone who gets too close, and have the siege weapons actually eliminate players!Sulorie wrote: ↑Wed Aug 14, 2024 11:24 amYou are supposed to leave the spawn, you couldn't stay there on live either or at least be active somewhat. There are no serious arguments for barriers, while they have several negative effects.Speedyluck wrote: ↑Wed Aug 14, 2024 5:43 am problem is not barriers, its idle hand and quitter, mainly idle hand, need to be removed.
It seems like you never tried to play competitively against a proper rdps group. You CANNOT ignore rdps groups, because if you ignore them, they will 100% kill a team member every 10s. Even full organized warbands can't just ignore them. Yes, you might not wipe, but I'm pretty sure I'm not the only one that doesn't care about winning a scenario if the kills are 0-50 at the end.Morradin wrote: ↑Sun Aug 11, 2024 3:32 am Here's an idea. Play the scenario. Cap the flags, run the parts / bombs. The rdps grp will have to either come out, or sit in spawn earning nothing. If they come out, slaughter them. If they run back to spawn and guards, go back to running parts, capping flags.
Dedicated premades focus only on kills. Spawn camping so they can kill solo players coming out one at a time. They do not want even fights. They want one sided slaughters. And current game design is imo focused on pleasing the dedicated premades. Spawn Guards are ineffective. Spawn siege doesn't work. All the tools added by Mythic to give casuals and pugs a chance at getting a kill or two, have simply been taken away. Because dedicated group players do not like dying and having their stats go the wrong way on the kill boards.
That is just how I feel.
I, like most of the players, do not play competitively. And I personally have nothing but disdain for those that prefer losing to winning. Killboards have destroyed this game. People chasing kills instead of wins in scenarios is BORING!!!! You chase the enemy back to spawn, and then like sheep you all sit in front of spawn waiting for players to come out one at a time, so everyone can "compete" to get the kill. That is what I see when you say "Competitive." People winning a scenario, surrendering, because they are not getting kills. That is what I see when you say, "competitive".Bosli wrote: ↑Fri Aug 16, 2024 11:26 amIt seems like you never tried to play competitively against a proper rdps group. You CANNOT ignore rdps groups, because if you ignore them, they will 100% kill a team member every 10s. Even full organized warbands can't just ignore them. Yes, you might not wipe, but I'm pretty sure I'm not the only one that doesn't care about winning a scenario if the kills are 0-50 at the end.Morradin wrote: ↑Sun Aug 11, 2024 3:32 am Here's an idea. Play the scenario. Cap the flags, run the parts / bombs. The rdps grp will have to either come out, or sit in spawn earning nothing. If they come out, slaughter them. If they run back to spawn and guards, go back to running parts, capping flags.
Dedicated premades focus only on kills. Spawn camping so they can kill solo players coming out one at a time. They do not want even fights. They want one sided slaughters. And current game design is imo focused on pleasing the dedicated premades. Spawn Guards are ineffective. Spawn siege doesn't work. All the tools added by Mythic to give casuals and pugs a chance at getting a kill or two, have simply been taken away. Because dedicated group players do not like dying and having their stats go the wrong way on the kill boards.
That is just how I feel.